but if you're a factory worker in real life and you suddenly want to be a computer programmer you can't instantly become the best computer programmer in the world as you have no experience.
By this what there should be is separate exp totals for each line of work, and exp should be a lot easier to get for certain jobs.
Mostly Intern, I was deliberately abusing to see if I could get decent exp and in like 15-20 minutes of constant stabbing/healing my own alternate key (yes I am aware this is bannable, I admit it freely) I got all of... two exp
The chance of actually finding someone WOUNDED is RIDICULOUSLY low since it only takes a few hits to kill someone. Unless you run into a gunfight to heal people in the middle of it and then everyone loving complains that you're "baiting". In 15-20 minutes I would have healed enough to kill someone well over a hundred times and yet I only got two experience (for a total of 6 so I still can't move up jobs)
Shopkeeper is really closed to exp gain on account of you can't undersell the entrepreneurs and all the good lots are taken (since there's only two banks to be near and people like it being near a bank and in a central location which rules out the bank on the old Trenton tower really), so you might get like one sale in a week, if you're lucky. Laborer is just ridiculously hard to get exp and nobody wants to chop trees or mine for literally hours on end (as I've tried this and got 4 exp in two hours of straight chopping, well over 10k wood cut). As I went over before, Intern is not really feasible either, and someone else went over that stealing isn't really feasible. That only leaves killing people.
Logic: EXP system is contributing to random killing sprees.
My proposal(s):
- Per-job-line exp totals going to 30. This stops people from being a criminal to farm exp then swapping to Entrepreneur, and if you wanted to get really fancy, opens up a "Teacher" job that can transfer exp from one of your job lines to another (up to a maximum in the destination line of the person's exp as a teacher).
- Laborer going to 30 exp and increasing the amount of wood you can cut from/ore you can mine from something, scaling by exp, so high experience laborers can get plenty of resources. Also, 1% chance to gain exp per 100 resources harvested since the last tick you gained exp (so at say 500 resources harvested since the last time you gained exp, that's a 5% chance. Cap chance at like 50%. Maybe increment harvests in 50s)
- Possible 15+ exp Labor line job for Factory Workers, letting them build items with slightly less ore but halving the mining/chopping speed scaling based on exp (so 30 exp worker would mine/chop same speed as 15 exp Laborer)
- Raised exp rate for healing people. Surgeon moved to 20-30 exp (Intern->Doctor->Surgeon)
- Can't really suggest anything feasible for shopkeeper line jobs.
- Restrict kill exp to criminal line jobs that aren't thieves or Dons, and for bounty hunters/assassins killing people who are actually wanted for a bounty. The very idea of the assassin job being able to assassinate anyone without demerits is dumb. (Popular, but still dumb).
- Raise pickpocket exp chance by a little probably, I dunno, I don't do law or crime because I hate picking sides.
- For law jobs, 5% chance for 1 exp per star (or 5% chance per star for 1 exp) on arrests for field cops, and a 1% chance for exp per 25 demerits paid off as a lawyer. I don't know what bureaucrats or diplomats or whatever do for exp.
Just kind of throwing ideas out there as honestly it seems somewhat broken or at least frustratingly slow to gain exp right now. I also thought that with both Sleven and Fob building apartment blocks (and Cookie already owning one) that subsidised lots would be a nice thing to have. Basically a way to set any brick as a lot of a specified height, that can be either rented or sold to another player who then gains proper ownership over the base and any bricks in its zone. Costs a small tax ($5/tick or something) to own one, plus if you're renting, a variable rate paid to the owner of the lot it's inside (set by them, so they can charge you rent automatically and it's paid into their bank each tick you're online).
So people could actually sell or rent apartments to other people within their blocks, without the risks associated with giving the person trust or the issues of their personal spawns and other bricks becoming yours when bricks are reloaded. Subsidised lots would also inherit the type of the lot they're inside (sub lots in commercial lots can sell items, etc)
Also do personal spawns only work on residential lots? They should.[/rantypost]